#MartinPiper
Probably the easiest way is to use a convtab with file option, the file defines the appropriate character conversion.

github.com/martinpiper/...
github.com
August 30, 2026 at 3:08 AM
I did add Python to acme a while ago. This could be used for more complex data processing with the source code... But the convtab is much easier for simple character encoding.
github.com/martinpiper/...
ACME/TestPython.a at master · martinpiper/ACME
A 6502/6510 assembler used for my C64 and other 8 bit projects - martinpiper/ACME
github.com
August 30, 2026 at 3:52 AM
Homebrew board adds 8 layers, 16-bit color, sprite scaling and rotation to C64 Discussion
BombJack/README.md at master · martinpiper/BombJack
Bomb Jack arcade resources. Contribute to martinpiper/BombJack development by creating an account on GitHub.
github.com
June 21, 2024 at 4:00 AM
You need to ACK IRQ sources and disable them. Otherwise the VIC will keep on generating the IRQ again.
github.com/martinpiper/...
C64Public/stdlib/stdlib.a at master · martinpiper/C64Public
All my public C64 stuff. Contribute to martinpiper/C64Public development by creating an account on GitHub.
github.com
July 21, 2026 at 1:53 AM
#C64MegaCart support is now in Vice version 3.1, the Win32 EXE and source changes are here: github.com/martinpiper/...
January 19, 2026 at 2:07 PM
The underlying data consists of the documentation archived here: github.com/martinpiper/...
GitHub - martinpiper/C64Docs: C64 Documentation used in my C64 development work
C64 Documentation used in my C64 development work. Contribute to martinpiper/C64Docs development by creating an account on GitHub.
github.com
December 20, 2025 at 2:18 AM
December 2, 2025 at 2:59 PM
August 18, 2025 at 6:03 AM
Need a real #Commodore64 hardware check. Run the prg from link and move Tusari to the top of the screen and leave it for about 15 minutes. On my old machine the crystal sprites will display corrupted data down the left edge. If you see the same please let me know.

github.com/martinpiper/...
April 26, 2025 at 3:36 PM
This page has up to date links for my retro projects and social media accounts and how to access them: github.com/martinpiper/...
April 9, 2025 at 8:57 AM
Just logged on and saw this special number: www.youtube.com/@MartinPiper...
March 22, 2025 at 3:31 AM
And source code changes, if you're into that sort of thing.
github.com/martinpiper/...
Commits · martinpiper/C64Public
All my public C64 stuff. Contribute to martinpiper/C64Public development by creating an account on GitHub.
github.com
February 7, 2025 at 9:59 AM
This is part of my expansion video and audio hardware for the #Commodore64 (and other retro 8 bit machines of the era)
More details here: github.com/martinpiper/...
github.com
January 28, 2025 at 4:10 PM
This is part of my expansion video and audio hardware for the #Commodore64 (and other retro 8 bit machines of the era)
More details here: github.com/martinpiper/...
github.com
January 28, 2025 at 4:09 PM
September 19, 2024 at 8:56 AM
A bonus #Commodore64 video to look at Rampage, again. This time it's to show how all of the player animation frames can be displayed, and to remove the background graphics so we can more clearly see the players.
youtu.be/tvaZjbrEW_A
C64 Games memories - Rampage - Bonus
In this Commodore 64 video we look at Rampage, again. This time it's a quick bonus video to show how all of the player animation frames can be displayed, and to remove the background graphics so we can more clearly see the players. https://github.com/martinpiper/DebuggingDetails/blob/main/Rampage.txt 00:11 Introduction 00:24 Displaying all the player animation frames 14:08 Removing the background
youtu.be
July 12, 2024 at 2:51 PM
How did the #Commodore64 display three large player controlled monsters on the screen at the same time? What about the collapsing building animations? Let's have a look at Rampage!
youtu.be/OeAFjHreFOE
C64 Games memories - Rampage
In this Commodore 64 video we look at Rampage. How it uses three sprite grids for the players, with dynamic sprite frames, find the graphics data, and background redraw with dynamic bullet characters. https://github.com/martinpiper/DebuggingDetails/blob/main/Rampage.txt
youtu.be
July 10, 2024 at 2:03 AM
In this #Commodore64 video we look at Mega Apocalypse. How it uses bitmap mode, draws stars with a large lookup table, and plays sample sound effects using a timed non-maskable interrupt.
www.youtube.com/watch?v=nbmg...
C64 Games memories Mega Apocalpyse
In this video we look at Mega Apocalypse. How it uses bitmap mode, draws stars with a large lookup table, and plays sample sound effects using a timed non-maskable interrupt. https://github.com/martinpiper/DebuggingDetails/blob/main/Mega%20Apocalypse.txt
www.youtube.com
June 25, 2024 at 12:45 PM
In this video I look at #Commodore64 Nebulus, the disk loader, tower rendering and sprites masking, as well as the bonus level.
youtu.be/w5KNnicS9u0
C64 Games memories - Nebulus
In this video I look at Commodore 64 Nebulus, the disk loader, tower rendering and sprites masking, as well as the bonus level.https://github.com/martinpiper...
youtu.be
May 10, 2024 at 9:18 AM